#include "Game/Actor/AI/aiPriestBossEyeBeamStandAim.h" namespace uking::ai { PriestBossEyeBeamStandAim::PriestBossEyeBeamStandAim(const InitArg& arg) : ksys::act::ai::Ai(arg) {} PriestBossEyeBeamStandAim::~PriestBossEyeBeamStandAim() = default; bool PriestBossEyeBeamStandAim::init_(sead::Heap* heap) { return ksys::act::ai::Ai::init_(heap); } void PriestBossEyeBeamStandAim::enter_(ksys::act::ai::InlineParamPack* params) { ksys::act::ai::Ai::enter_(params); } void PriestBossEyeBeamStandAim::leave_() { ksys::act::ai::Ai::leave_(); } void PriestBossEyeBeamStandAim::loadParams_() { getStaticParam(&mBorderDist_s, "BorderDist"); getStaticParam(&mBorderHeight_s, "BorderHeight"); getDynamicParam(&mTargetPos_d, "TargetPos"); getDynamicParam(&mAimTargetPos_d, "AimTargetPos"); } } // namespace uking::ai